#include "stdafx.h"
#include "GameplayScreen.h"

using namespace MomogenkyouSystem;
using namespace MomogenkyouContent;

GameplayScreen::GameplayScreen()
{
	m_ScreenName = "Gameplay Screen";
	std::vector<std::string>	_TextureNames;
	m_ContentManager.LoadTextures(_TextureNames);
}

GameplayScreen::~GameplayScreen()
{
	m_ContentManager.ClearContents();
}

void	GameplayScreen::Initialize()
{
	m_Camera.SetPositionLook(MomogenkyouHelper::FLOAT4_UNIT_Z * -10.0f, MomogenkyouHelper::FLOAT4_ZERO);
	m_Camera.CalculatePerspective(DEGTORAD(45), 1.6667f, 0.1f, 1000.0f);
}

void	GameplayScreen::Shutdown()
{

}

void	GameplayScreen::Update(const float & fInterval)
{
	fInterval;
}

void	GameplayScreen::ProcessInput()
{

}

void	GameplayScreen::DrawGameScreen(const float & fInterval)
{
	fInterval;

	//	Scene Render
	GraphicsSystem::Device->BeginScene();
	GraphicsSystem::Device->Clear(0, NULL, D3DCLEAR_TARGET, ARGB(0, 0, 0, 0), 1.0f, 0);
	GraphicsSystem::Device->SetVertexDeclaration(Vertex::Declaration());	



	GraphicsSystem::Device->EndScene();
	GraphicsSystem::Device->Present(NULL, NULL, NULL, NULL);	


	//	Overlay
	GraphicsSystem::SpriteBatch->Begin(0);


	GraphicsSystem::SpriteBatch->End();
}